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Messages - Filipe23

#1
Quote from: Joris Ceoen on May 29, 2015, 08:17:41 AM
you repeat the same process on the gib

So it's exactly the same thing... I tough it would be a different process for gibs...

Thank you again! :)
#2
Thank you for the hint! (I actually like to see WWMT inside the modify tab... It feels like this plugin is actually part of 3DS max :P)

There's just one more thing I'm trying to achieve.

As I said in the last post, I shoot the computer once, and the original model is replaced by a single gib (basically a copy of the original model, with the screen lid slightly open and a new texture) AND the screen is broken but its still bright...

Now, I'd like to be able to shoot this gib, so I get 2 smaller gibs (The screen and the keyboard in separate objects) but of course, this time with a different version of the texture, the screen is NOT supposed to be "working" anymore (So, no more self illumination for this texture, the screen should be dark like the rest of the computer.)
Yes, I watched the video, I understand how it works. I can do this, I've already exported these gibs as separate objects. and the screen is now dark (You can check the attachment below)

My only problem is... I don't know how to to this in the right order, because I shoot my computer just once, and It spawns all the gibs at the same time (The first gib, wich is the computer with the screen broken but still working, and the other 2 gibs, the keyboard and the screen in separate objects)
I know it's mentioned on the video, I can "nest" gibs to other gibs, but I don't really understand how to do that properly.
Is there another video or page explaining how to do that? (I can't find any at the moment)

Thank you very much!

(Let me know if my explanation is messed up :P )
#3
I want to thank you both for your help! I spent the last hours trying various experiments (I re-exported my model/QC files like a million times and I finally I got the desired results :P)

I couldn't find that video either, but because I had no idea of the meaning of the word "gibs" (I'm not english) so I never realized that's what I was supposed to look for... (I googled "debris" and other synonyms but no luck...) But fortunately I now understand how this works.

I had some trouble with mass/inertia properties but I finally got a decent balance to make my laptop "feel" like a laptop :P

Quote from: wallworm on May 28, 2015, 09:10:22 AM
Turn On the Physics Overrides
for obj in selection where isProperty obj #Wallworm_Model_Tools do obj.usePhysOverrides = on

I did notice the Gibs get the same "physics" as the original prop and wondered if that could be fixed, I didn't try these scripts yet but I'll try them soon, thank you! (Yes, I'm still re-exporting things because I'm spending countless hours with small details (as always...   ;D )

Here are some pictures of what happens before and after shooting my model (I only need to shoot once, and that's what I wanted):
Also you might wonder why didn't I break my computer in parts... I plan to do that after the second shot, the first shot is supposed to damage the computer but not break it apart, right know, However it's doing what I want, I'm able to replace the original laptop with this modified version (the laptop screen lid is more "open", and I gave it a different texture)

If you notice the picture, you can even see I'm using self-illumination on the screen, even after shooting the computer, to make it look like the screen is damaged but the computer is still barely working, so the screen still gets light, but no picture (I've seen screens doing this effect before)
Once again, thank you very much for the detailed help!
#4
Ah ok, I wasn't sure if I had explained myself properly (And wasn't sure we where talking about the same thing  :P )

I really appreciate the fact that you'll give me an explanation tomorrow, I wasn't expecting that :)

This is one of those things I really couldn't figure out how to achieve, and it's difficult to find any relevant results on google when I don't even know the correct names of these functions and don't know what to search for

Thank you!
#5
Quote from: Joris Ceoen on May 27, 2015, 03:25:18 PM
Do you mean that it breaks, in that the texture switches to a broken screen or something? Or do you mean actual parts flying off?

Thank you for your answer,

To clarify, I believe the game actually replaces the original mug model with a new model of a broken mug

In Hammer Editor, when you create a prop_physics_multiplayer, on "World model" you can search for "coffee_mug" and you'll find some models: "coffee_mug.mdl" and there are some other models called "coffee_mug_p1.mdl" "coffee_mug_p2.mdl" and "coffee_mug_p3.mdl" (these last 3 models are broken pieces of the mug)

If you place "coffee_mug.mdl" in your level, and shoot it, this model basically disappears and gets replaced by the other 3 models (the model itself wont break)

#6
Hi,
First, I'd like to congratulate the author for the Wall Worm tools, I use these to export my props from 3ds Max to Hammer, I learned to create static/physics props and even use multiple skins, it's a really cool plugin.

However, I'm curious to know if it's possible at all to to this... When you use Hammer editor, there's a mug prop "coffee_mug.mdl"
This is a single 3d model, but when you play the game, if you shoot at this mug, this model is replaced with a different 3d model of a broken mug (It's NOT the same model breaking itself, it's a different model)

It's not the only object that does this, there are more...

I'd like to know if this is possible to do with my model (I made a laptop, and I would like to replace this model with a damaged version of my laptop, after shooting at it of course)

Could someone tell me how to do this, or at least point me in the right direction? (like, tell me if there's a specific name for this process, so I can look for it on google....)

Thank you!
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